diff --git a/Data/Sys/Shaders/nightvision2.glsl b/Data/Sys/Shaders/nightvision2.glsl index 37a962c650..82bb72ffde 100644 --- a/Data/Sys/Shaders/nightvision2.glsl +++ b/Data/Sys/Shaders/nightvision2.glsl @@ -7,50 +7,60 @@ uniform vec4 resolution; void main() { - //variables - float internalresolution = 1278.0; - float4 c0 = texture(samp9, uv0).rgba; - //blur - float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0); - float blursize = 1.5; - blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw); - blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw); - blurtotal *= 0.125; - c0 = blurtotal; - //greyscale - float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b)); - // brighten - grey = grey * 0.5 + 0.7; - // darken edges - float x = uv0.x * resolution.x; - float y = uv0.y * resolution.y; - if (x > internalresolution/2.0) x = internalresolution-x; - if (y > internalresolution/2.0) y = internalresolution-y; - if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95; - if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95; - x = -x+641.0; - y = -y+641.0; - /*****inline square root routines*****/ - // bit of a performance bottleneck. - // neccessary to make the darkened area rounded - // instead of rhombus-shaped. - float sqrt = x / 10.0; - while((sqrt*sqrt) < x) sqrt+=0.1; - x = sqrt; - sqrt = y / 10.0; - while((sqrt*sqrt) < y) sqrt+=0.1; - y = sqrt; - /*****end of inline square root routines*****/ - x *= 2.0; - y *= 2.0; - grey -= x / 200.0; - grey -= y / 200.0; - // output - ocol0 = float4(0.0, grey, 0.0, 1.0); + //variables + float internalresolution = 1278.0; + float4 c0 = texture(samp9, uv0).rgba; + + //blur + float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0); + float blursize = 1.5; + blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2(-blursize, blursize) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2( blursize, -blursize) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2( blursize, blursize) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2( blursize, 0.0) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize) * resolution.zw); + blurtotal += texture(samp9, uv0 + float2( 0.0, blursize) * resolution.zw); + blurtotal *= 0.125; + c0 = blurtotal; + + //greyscale + float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b)); + + // brighten + grey = grey * 0.5 + 0.7; + + // darken edges + float x = uv0.x * resolution.x; + float y = uv0.y * resolution.y; + if (x > internalresolution/2.0) + x = internalresolution-x; + if (y > internalresolution/2.0) + y = internalresolution-y; + if (x > internalresolution/2.0*0.95) + x = internalresolution/2.0*0.95; + if (y > internalresolution/2.0*0.95) + y = internalresolution/2.0*0.95; + x = -x+641.0; + y = -y+641.0; + + /*****inline square root routines*****/ + // bit of a performance bottleneck. + // neccessary to make the darkened area rounded + // instead of rhombus-shaped. + float sqrt = x / 10.0; + while((sqrt*sqrt) < x) sqrt+=0.1; + x = sqrt; + sqrt = y / 10.0; + while((sqrt*sqrt) < y) sqrt+=0.1; + y = sqrt; + + x *= 2.0; + y *= 2.0; + grey -= x / 200.0; + grey -= y / 200.0; + + // output + ocol0 = float4(0.0, grey, 0.0, 1.0); }